Mycopunk Mission Types Explained: Which Rotating Mission to Farm and Why
All six rotating Mycopunk missions compared by XP, time and risk, and which one to skip when you are farming.
Mycopunk rotates six missions roughly every ten minutes across five New Atlas regions, and they are not equal value. Two pay the same XP for less risk, one pays less than everything else, and one has a weapon-specific trick worth knowing.
This is the decision table to use when the rotation lands and you have twenty minutes.
The six rotating missions
| Mission | Objective | XP (threat 1→6) | Risk profile |
|---|---|---|---|
| Saxonite Transport | Sort barrels, load the cargo ship | 100→216 | Low, lots of standing still |
| Prized Possession | Breach facility, pull the power core, carry it to the drop pod | 100→216 | High on the carry leg |
| Cleanup Detail | Clear fungal infestation | 100→216 | Medium, spread-out targets |
| Satellite Salvage | Pull a satellite out of orbit, salvage data cores | 100→216 | Medium, vertical |
| Planetary Defense | Power up and fire the planetary railgun at a rival spy ship | 100→216 | High, one long hold |
| Regulated Rampage | Clear hostiles | 65→140 | Low, but pays much less |
Five missions pay identically. Regulated Rampage pays roughly a third less at every threat level, which makes it the one to skip when you are farming XP rather than enjoying a fight.
Which to pick
For XP per minute: Saxonite Transport and Cleanup Detail. Both are linear and do not require carrying anything across open ground.
For a fight: Regulated Rampage, if you accept the lower payout. It is the cleanest pure-combat mission.
For tension: Prized Possession. The core carry is the only objective in the game that forces you to move slowly while enemies converge — see the walkthrough for the carry route logic.
For practice: Planetary Defense. The railgun hold teaches you to defend a fixed point, which is the same skill Ouroboros boss rooms demand.
For salvage: Satellite Salvage. The vertical layout rewards mobility employees, and Scrapper trivialises it.
The two that play differently
Planetary Defense
You power up a planetary railgun and fire it at a rival company's spy ship. That means a long interaction window while enemies spawn around you.
Since 2.0.3 the railgun's targeting no longer eats movement input, which fixes the main frustration (WASD inputs swallowed while aiming). The mission is now a straightforward hold — bring area damage and a defensive layer. Full breakdown in the Planetary Defense guide.
Prized Possession
Remove the power core, carry it back. Carrying usually costs your weapon or your speed, so the mission is really a route-planning problem: clear the path outbound, then run it back empty of enemies rather than fighting your way home with the core.
Non-rotating missions
These do not appear in the ten-minute rotation:
- Ground Zero and Expedition Alpha — the Mycologist unlock chain.
- Oxythane Breach — the mission where you pick up new weapons mid-run; useful for testing a weapon before committing upgrades.
- Amalgamation Hunt — weekly boss assignment.
- Abomination Assault — level 15 timed kill count.
- Ouroboros — the roguelike operation.
- Paid Time Off — Hunk garages.
- ??? / Cranius — the secret boss encounter.
- //CONTAINMENT//, The Fungal Moon — special assignments.
Regions
Five regions rotate with the missions: Moldy Tundra, Flourishing Desert, Gravity Farms, Ice Floes, Titan City. Region matters more than most players expect:
| Region | Effect on mission choice |
|---|---|
| Gravity Farms | Open — good for Gunship, bad for shotguns |
| Titan City | Tight streets — good for shotguns, bad for long-range |
| Ice Floes | Slippery — mobility cells earn their slot |
| Moldy Tundra | Mixed — no strong bias |
| Flourishing Desert | Sparse cover — defensive layers matter |
FAQ
How often do missions rotate? Roughly every ten minutes.
Which mission gives the most XP? All except Regulated Rampage pay the same — 100 at threat 1 rising to 216 at threat 6.
What is Oxythane Breach? The mission where you pick up new weapons mid-run, added as a way to try guns before upgrading them.
Are there missions after the rotation list? Yes — Ground Zero, Expedition Alpha, Ouroboros, the boss assignments and several specials.
More Mycopunk Guides
Four Mycopunk co-op builds designed as a set: anchor, stripper, clearer and runner, and how they cover each other.
How Mycopunk scales with players, the lobby rules that prevent wipes, and the role split that works in a four-stack.
Turn Mycopunk's starter SMG into a threat-5 weapon: elemental reloads, Diffraction Driver splash, fire-rate scaling.
What Mycopunk's endgame is after level 30: Ouroboros, Abomination Assault, Onslaught clears and the order to do them.
The Mycologist unlock chain in Mycopunk: Expedition Alpha, Ground Zero, the rescue, and how to avoid wasted runs.
Which threat pays best per minute in Mycopunk, why duplicates matter before level 13, and the loop that feeds infusion.
A Glider build that keeps the wingsuit up: Star Fuel scaling, healing-to-flight conversion, Rocket Salvo as a third gun.
The Mycopunk XP table by threat, which missions pay best per minute, and when to stop grinding and start climbing.
